Publication Type

Co-author

Journals and Conferences

Key Phrases

This paper presents a new technique for controlling a user's navigation in a virtual environment. The approach introduces artificial force fields which act upon the user's virtual body such that he is guided around obstacles, rather than penetrating or colliding with them. The technique is extended to incorporate gravity into the environment. The problem of… (More)

To make optimal use of distributed virtual environments (DVEs), we must understand and quantify the effects that latency has on user performance. Although the effects of visual lag have been subject to considerable investigation, far less is known about the consequences of delayed haptic feedback. The current study investigates whether delaying haptic,… (More)

The central goal in Distributed Virtual Environments (DVEs) is to provide an experience of the shared world that is perceptually plausible for the immersed user. This has to be achieved in the face of network issues such as bandwidth limitations and latencies which make total synchronism impossible. Techniques have been devised to help; some optimise… (More)

Camera tracking is a fundamental requirement for video-based Augmented Reality applications. The ability to accurately calculate the intrinsic and extrinsic camera parameters for each frame of a video sequence is essential if synthetic objects are to be integrated into the image data in a believable way. In this paper, we present an accurate and reliable… (More)

Generating accurate radiosity solutions of very complex environments is a time-consuming problem. We present a rapid hierarchical algorithm that enables such solutions to be computed quickly and efficiently. Firstly, a new technique for bounding the error in the transfer of radiosity between surfaces is discussed, incorporating bounds on form factors,… (More)

We present a system that enables, for the first time, effective transatlantic cooperative haptic manipulation of objects whose motion is computed using a physically-based model. We propose a technique for maintaining synchrony between simulations in a peer-to-peer system, while providing responsive direct manipulation for all users. The effectiveness of… (More)

Network architectures for collaborative virtual reality have traditionally been dominated by client-server and peer-to-peer approaches, with peer-to-peer strategies typically being favored where minimizing latency is a priority and client-server where consistency is key. With increasingly sophisticated behavior models and the demand for better support for… (More)

Collaborative virtual environments (CVEs) enable two or more people, separated in the real world, to share the same virtual &#8220;space.&#8221; They can be used for many purposes, from teleconferencing to training people to perform assembly tasks. Unfortunately, the effectiveness of CVEs is compromised by one major problem: the delay that exists in the… (More)